The decision to compile at draw time was based on the desktop version, that requires this. The AE version doesn't, which is why i've uploaded a new version that adds a compileAllObjects(<FrameBuffer>); to World. Hope this helps. In addition, i've improved the object compiler itself, so that compile times are down to 30% on my phone.

Awesome, thank you so much ! You are always responding to my questions.

I needed this because I wanted to have a loading screen.

It's quite annoying to have the user/player seeing a simple ui without any models shown because not yet compiled.And the IA of the objects where started too soon due to the same problem.

So yes, that was exactly what I needed.

I'm sorry that I haven't ask this sooner but this was not my job in the project... But apparently one of my teammates didn't worked at all.And what he did was totally wrong, calling Loader.Load3DS each time he created a new object !!! That's why I never saw the problem coming... So I'm quite stressed lately to have something functional.

It worked like a charm !Just had to make the game wait until frameBuffer is made available.(I create frameBuffer inside the onScreenChanged, because I need w,h for buffer as phones do not have the same w,h screen )

Another question is it really necessary to run strip on models after build ? I would like to know if there's an improvement, I can't find where to see how much RAM my app is allocating so I can't really test if it's better or not

1 full object took around 30-40 ms ! on the nexus. with the last version of course it was really fast compare to spica but around 50-100ms.

Dalvik's slowness and aversion to object creation and especially garbage collection sometimes makes you think of some very strange solutions to improve things. That's what happened to the compiler here.

I'm still working on the compiler, because its performance is crucial for startup time. The old version compiled my high polygon beethoven on the Samsung Galaxy in 30 sec., the uploaded version needs 13 secs, my current development version is down to 6 secs...

Uploaded a new version that includes some additional optimizations for the compiler. It's around 5-6 times faster and uses much less memory and creates much less garbage than before the optimizations. However, there's still some work to do for animated objects to compile faster.